using System.Collections.Generic;
using UnityEngine;

public class IMBattleUiViewController : BattleUIViewController, IMBattleUI
{
    private MBattleController MBattleController => this.battleScene.battleController as MBattleController;

    public override void OnClickLevelList()
    {
        GameDebug.Log("OnClickLevelList");

        //var mapList = battleScene.battleSceneNav.LoadDisplay<MMapListViewController>(null, false);
        //MapListPanelData mapListPanelData = new MapListPanelData();
        
        //mapListPanelData.itemDatas = new List<MapListItemData>(10);
        //for (int i = 1; i <= Game.maxLevel; i++)
        //{
        //    if (i <= Game.Instance.user.level)
        //    {
        //        mapListPanelData.itemDatas.Add(new MapListItemData()
        //        {
        //            level = i,
        //            active = true,
        //            star = Game.Instance.user.GetStar(i)
        //        });
        //    }
        //    else
        //    {
        //        mapListPanelData.itemDatas.Add(new MapListItemData()
        //        {
        //            level = i,
        //            active = false,
        //            star = Game.Instance.user.GetStar(i)
        //        });
        //    }
        //}
        
        //mapList.Init(mapListPanelData);
    }

    public void OnOptMove(Vector2 offset)
    {
        MBattleController.OptPlayerMove(offset);
    }

    public void OnOptStay(Vector2 pos)
    {
        
    }

    public void OnOptStop()
    {
        MBattleController.OptPlayerStopMove();
    }  
    
    public void OnOptAttack()
    {
        MBattleController.OptPlayerAttack();
    }


    public void OnOptSkill()
    {
        GameDebug.Log("OnOptSkill");
    }


}